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Ask
Mary-Margaret #5: "Licensing issues"
"Should I license an intellectual property for my game, and what are the benefits and pitfalls involved? How should I evaluate the value of the license, and what should I ask for in the licensing deal?" - Maximizing Profits in Marin This is a short question that's not easy to answer! Several of our industry friends weighed in on the value of a license and under what circumstances it's appropriate, and the kind of deal points you'll need for a successful licensing development. Louis Castle of Westwood Studios had this to say on the subject: "I don't believe any game or license is well served by 'attaching' the license to a game. I think a game must be developed around the property you are licensing. Before deciding what to license I would encourage anyone to find a reason to bring a license to a new medium like a computer. If you have no reason, chances are you should not use the license. The type of game should have as much to do with a license as the license has to do with the game. The game should expand upon the experience of the property and increase its value, not hang on the IP popularity." Chris Downend of Infogrames summarizes his view in two words: "Player appeal. If the licensed property is appealing to players, then it helps the game. The depth and breadth of the appeal determines the value along with its appropriateness for the game. For instance, Shaquille O'Neil is a huge asset to a basketball game; he is less valuable to a fighting game. Shaq also illustrates another factor: a licensed property is frequently uninteresting by itself. Putting Shaq in a basketball game without an NBA license to teams and other players makes a weak product." Another factor is the competitive landscape, and again, Shaq and basketball is a good example. If you are inventing a game from scratch with a rich story and inventive new play mechanics, then a licensed property is of much less value. But if you are making a basketball game where you are competing against multiple products from other publishers, then you need every edge you can get to stand out in the crowd."
Erik Bethke of Watchfire Games believes that "if the material is a game (D&D, Shadowrun, Star Fleet Battles, Vampire, etc.), it is wise to license the material. The reasons are two-fold: the game system and the mechanics are laid out, and you have a hardcore fan base that will be automatically interested in your game and will contact editors, create websites, fill up your forums with interesting suggestions, etc. On the other hand, (licensing) a recent movie license is pretty useless. The only counter example of this is Golden Eye for N64, that was just plain a good game. The gameplay sold itself. You will simply have to make a great game that stands on its own. I would avoid paying the license fee altogether and just make the game (it is hard enough to make money!) Once you've made the decision to license a property, then the actual deal becomes incredibly important. Mike McShaffry and Ellen had this to say about deal points:
(Many, many thanks to Erik Bethke, Louis Castle, Chris Downend, and Mike McShaffry for their help with this question!) Mary
Margaret is one of the leading recruiters in the game business,
with successful placements ranging from entry level to Vice Presidents,
and is the founder of Mary-Margaret.Com. Robin
McShaffry became a recruiter with Mary-Margaret.Com
after years of working in marketing and creative services at Origin.
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